You can write an application using the DX11 API that can run on DX9 era hardware.
So saying a PC game being DX11 is evidence for the featureset of a console GPU is utter nonsense.
You can write an application using the DX11 API that can run on DX9 era hardware.
So saying a PC game being DX11 is evidence for the featureset of a console GPU is utter nonsense.
And It's a SM4.x part according to the documentation
Does anyone think that Wind Waker is using some form of SSAO because it sure as hell seems like it to me judging from the most recent trailer: WWHD Story Trailer
Added 16:9 (obviously); self shadowing is now in; added extra pre-baked shadow maps to buildings, trees and objects, removed the horrible frame blur filter that depending on the camera distance sometimes blurred the full image result; introduced HDR.
Not so sure about SSAO as it's hard to say for sure, for all I know it could could be tone mapping and SSS or other set of (cheaper) techniques.
I'm not saying it's linearly the same thing regarding of what's being done; I'm implying that it could be so close you could say it's SSAO in this situation specially in regards to what it was before. Nothing in common, bar perhaps the combined results being akin to something we'd call something else....huh? What does SSAO have to do with SSS and tone mapping? Considering the former deals with light scattering and the latter image light balance, I don't see how they could be used to replace something that simulates ambient occlusion.
It is, and a very apparent one, at that. Look at the Lion boat animated gif above - it has very apparent occlusion, which, on a second glance is also physically dubious. AO based entirely on depths and normals == SSAO, AKA fake. AO based on casted rays == proper AO.It seems SSAO, it might not be.
Does anyone think that Wind Waker is using some form of SSAO because it sure as hell seems like it to me judging from the most recent trailer: WWHD Story Trailer
And also by comparing these three pics (third one is for correct aspect ratio):
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Can someone care to break down what they have improved upon?
Why not realistic/real world looking graphics though ?
That simply wasn't the look they were going for. I believe it has been stated that they experimented with upgrading Skyward Sword and Twilight Princess too. It was decided to remake Wind Waker when they experimented with enchanting the game with the Wii U's power and got unexpected results.Why not realistic/real world looking graphics though ?
Because they wouldn't look as good and it would be a waste of resources... Not that I see how that question contributes to the discussion.
As for the SSAO thing. The fact that it has been brought in by 2 different people on two completely different occasions and pointed out in iamges leads me to believe that it very well may be using it. It also seems that link's model has had a few extra polygons thrown into the head, though I could be misreading the redone shadowing.
Considering that there is a complete day/night cycle on wind waker I would completely rule out this possibility. Real time shadows are cast from every on-screen object now and not only from Link like it happened on the original.Added 16:9 (obviously); self shadowing is now in; added extra pre-baked shadow maps to buildings, trees and objects, removed the horrible frame blur filter that depending on the camera distance sometimes blurred the full image result; introduced HDR.
Not so sure about SSAO as it's hard to say for sure, for all I know it could could be tone mapping and SSS or other set of (cheaper) techniques.
If they implemented SSAO then it's a pity they didn't pull tesselation on those assets.Doesn't make sense to judge from such small screenshots (were edges become smaller than a pixel).
Models are the same. Right down to the sword and shield. And I don't think I'm going crazy, I've beat the game several times, alot of the assets are still the same but with better textures.
If Nintendo did improve the stuff why not show a comparison like they did with OOT 3D?
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After krizzx linked that one shot, I'd be surprised if it was anything else.I agree SSAO is the most likely one
Does anyone think that Wind Waker is using some form of SSAO because it sure as hell seems like it to me judging from the most recent trailer: WWHD Story Trailer
And also by comparing these three pics (third one is for correct aspect ratio):
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![]()
Can someone care to break down what they have improved upon?
Indeed they certainly aren't, and it means it's doing a extra pass in order to create a map, which destroys my point which was that since HDR takes one pass they could be avoiding doing another backbuffer fullframe pass and do it in some roundabout way instead.After krizzx linked that one shot, I'd be surprised if it was anything else.
Those dark character halos aren't "subsurface scattering"![]()
Doesn't make sense to judge from such small screenshots (were edges become smaller than a pixel).
Models are the same. Right down to the sword and shield. And I don't think I'm going crazy. I've beat the game several times, alot of the assets are still the same but with better textures.
If Nintendo did improve the stuff why not show a comparison like they did with OOT 3D?
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That certainly looks like occlusion to me.Maybe I haven't paid close attention to the past trailers but for some reason SSAO also came to mind when watching that Story trailer.
Really like how this shot looks.
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King of Red Lions almost feels it's made out of clay.
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Getting SSAO vibes for some reason - maybe it's the self-shadowing? (or some other technique as you mention)
Ok, I can tell you're all about drawing people into arguments since the purpose of the screenshot wasn't about 3DS but why Nintendo didn't do the same with WW.Because this isn't a discussion about the 3DS nor is it about miscellaneous comparisons just for the sake of comparing.
Edit: I'm going off the fact everything in the game appears to have the same models and there's nothing that instantly pops out about Link's model over the rest. I'm 99.9% sure of this the same way I'm sure Link is wearing green.krizzx said:As for the statement that they are still the same, how do you know this?
It might be useful to point out where in particular you're looking.Link's round parts seem to be a little more round which generally points to more polygons being drawn in.
Because this isn't a discussion about the 3DS nor is it about miscellaneous comparisons just for the sake of comparing.
This is about the Wii U GPU and what it can do. How does looking at Ocarina of Time help us understand Latte?
As for the statement that they are still the same, how do you know this? Are you on the development team, because I'm ssee some significant differences(hence why I brought it up). Link's round parts seem to be a little more round which generally points to more polygons being drawn in. Then again, it could also be a texture effect.
He said 2800 polygons.Iwilliams3 mentioned that Link's character model is 83 000 polygons, how many polygons are in the average main character model nowadays ?.
As is? certainly not, otherwise Nintendo would just go for it.I also wonder if it's technically possible to have this game run at 60fps considering the extra effects it seems to be running. I know it was a design choice to be 30fps but it would be interesting to know if the console could handle it when it struggled to run MH3 Ultimate at anything above 50fps.
Jesus man calm down...
The guy was just pointing out if Nintendo did improve the character models, then why haven't they mentioned it in Directs ect. His point with OoT 3DS is a very good one.
How is it any more off topic than you posting PS All Stars and LBP Karting screen shots ?.
For someone that moans about being attacked all the time you don't half jump down peoples throats when they post something that doesn't fall into your view of the GPU.
Anyway...
Iwilliams3 mentioned that Link's character model is 83 000 polygons, how many polygons are in the average main character model nowadays ?.
I also wonder if it's technically possible to have this game run at 60fps considering the extra effects it seems to be running. I know it was a design choice to be 30fps but it would be interesting to know if the console could handle it when it struggled to run MH3 Ultimate at anything above 50fps.
The difference between Monster Hunter 3 Ultimate and Wind Waker HD is that the former has been developed by a third party with most of the development being done on unfinished dev kits and dodgy tools and Wind Waker is being done by a first party developer with more development being done on final dev kits and decent tools.
Blimey, it's not rocket science mate lol
And of course Monster Hunter 3 Ultimate pushed the Wii U to its limits...along with the rest of the launch day and launch window titles, right..? Right..?
I don't buy the unfinished dev kit / tools excuse for MH3U tbh, it wasn't a launch game. Maybe the truth of the matter is that the GPU simply cannot handle Wii games at 1080p / 60fps ?. It's not outside the realms of possibility.
I don't buy the unfinished dev kit / tools excuse for MH3U tbh, it wasn't a launch game. Maybe the truth of the matter is that the GPU simply cannot handle Wii games at 1080p / 60fps ?. It's not outside the realms of possibility.
Considering SSBU and MK8 are running 1080p/60FPS it would be crazy to think that it couldn't run SSBB and MKwii the same.
I never said it pushed the console to it's limits, I just think parroting the usual 'unfinished tool's' line can only go on for so long. Same with 'lol third parties put no effort in' line when the ports fail to live up to even the PS360 versions.
There is no shame in not being able to run Wii games at 1080p/60fps.
Not just that.The difference between Monster Hunter 3 Ultimate and Wind Waker HD is that the former has been developed by a third party with most of the development being done on unfinished dev kits and dodgy tools and Wind Waker is being done by a first party developer with more development being done on final dev kits and decent tools.
There was.Wasn't there a video where it showed Bayonetta's character model in Bayo 2 being a very high number like 60 000 polygons ?.
I don't buy the unfinished dev kit / tools excuse for MH3U tbh, it wasn't a launch game. Maybe the truth of the matter is that the GPU simply cannot handle Wii games at 1080p / 60fps ?. It's not outside the realms of possibility.
What is this I don't even.Maybe the truth of the matter is that the GPU simply cannot handle Wii games at 1080p / 60fps ?. It's not outside the realms of possibility.
I don't buy the unfinished dev kit / tools excuse for MH3U tbh, it wasn't a launch game. Maybe the truth of the matter is that the GPU simply cannot handle Wii games at 1080p / 60fps ?. It's not outside the realms of possibility.
Look I read every post that you make here on this thread, some things you say have some valid points on theoretical level but to make assumptions as for the GPU of the Wii U cannot run Monster Hunter 3 Ultimate is a joke.
To put it simply the developing time for this port was like five months as the previous poster said with unfinished tools plus they did not port the Wii version of the game. They port the 3DS version engine which was reworked for the hand-held version that's why it is not optimised because of the small developing time they had. See what happened with resident evil revelation port as well which has many graphical limitations from the 3DS port.
The engine that resident evil was running was MT Frameworks mobile which is scalable according to capcom but it is dated to run on new hardware that's why they are making Panta Rhei for their "next gen" projects.
If you want to see some new shaders(tessellation,HDR,ray tracing) that take advantage of the Wii U GPU are some indie games like Trine 2 and Nano Assault. There is not game yet that take advantage the full power of the machine.
Even precursor that is working on the cryengine said that the Wii U supports all the appropriate shaders of their "next gen" engine.
http://www.precursorgames.com/forums/index.php?threads/about-tessellation-and-wii-u.647/
Also Shin'en is working on 2 games on the Wii U with their second gen engine of the machine which they confirm that Wii U is capable of adaptive tessellation.
http://hdwarriors.com/shinen-on-the-practical-use-of-adaptive-tessellation-upcoming-games/
I would also like to inform some guys here that the Wii U is running Open CL or GL shader language DX11 is microsoft exclusive, so it is up to Nintendo to provide tools with this kind of support which is a problem by the fact they were not ready for HD development so the tools as well are not optimised fully. They are still trying to figure out their own console and that is the most tragic part in this time and age.
The only big budget game that is going to be a graphical showcase for this console I believe it would be the next Legend of Zelda as Nintendo considers it a game that needs that graphical fidelity to showcase a fantasy open world.
WHOA WHOA WHOA WHOA WHOA!!!! Hold on a tick; ray-tracing?!? A) which one of these games uses it and B) was it confirmed by the developer?
He said 2800 polygons.
Corroborated here.
Anyway, this generation, usually 10.000 to 20.000 polygons, sometimes higher. That's definitely the standard this gen; but a lot of things changed and that's why the difference is so big this time around, normal maps and displace maps versus polygonal detail, basically. And the balance between them, as both eat resources away, of course.
Last gen the norm was 5000-7500 Polygons; Wind Waker was definitely on the polycount lower end (and nothing wrong with that, it animated perfectly). Some games also went higher of course.As is? certainly not, otherwise Nintendo would just go for it.
Since we're doing comparisons:
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Added 16:9 (obviously); self shadowing is now in; added extra pre-baked shadow maps to buildings, trees and objects, removed the horrible frame blur filter that depending on the camera distance sometimes blurred the full image result; introduced HDR.
Not so sure about SSAO as it's hard to say for sure, for all I know it could could be tone mapping and SSS or other set of (cheaper) techniques.
Wow, what a difference a few added effects can make. I can see why the Zelda team was impressed during its experimentation with Wind Waker.Maybe I haven't paid close attention to the past trailers but for some reason SSAO also came to mind when watching that Story trailer.
Really like how this shot looks.
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King of Red Lions almost feels it's made out of clay.
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Getting SSAO vibes for some reason - maybe it's the self-shadowing? (or some other technique as you mention)
Ok, just to update what you said eariler:
- added 16:9, renders 1080p
-Replaced original lighting system with a more advanced realtime lighting and self-shadowing
-Removed frame blur filter
- Loads up entire ocean at once to now enable speedier sea travel
- Subtle SSAO
- Redone sky and clouds
-Redone texture?
Has the texture work also been upgraded with the resolution bump? Red Lion looks a bit smoother than the original.
Wow, what a difference a few added effects can make. I can see why the Zelda team was impressed during its experimentation with Wind Waker.